Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshBasicMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -109,9 +109,6 @@ <h3>[property:Float refractionRatio]</h3>
The refraction ratio should not exceed 1. Default is *0.98*.
</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h3>[property:Texture specularMap]</h3>
<p>Specular map used by the material. Default is null.</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshDepthMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -87,9 +87,6 @@ <h3>[property:Texture map]</h3>
<h3>[property:Boolean morphTargets]</h3>
<p>Define whether the material uses morphTargets. Default is false.</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h3>[property:Boolean wireframe]</h3>
<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshDistanceMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -108,9 +108,6 @@ <h3>[property:Vector3 referencePosition]</h3>
The position of the point light in world space.
</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h2>Methods</h2>
<p>See the base [page:Material] class for common methods.</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshLambertMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -138,9 +138,6 @@ <h3>[property:Float refractionRatio]</h3>
The refraction ratio should not exceed 1. Default is *0.98*.
</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h3>[property:Texture specularMap]</h3>
<p>Specular map used by the material. Default is null.</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshMatcapMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -136,9 +136,6 @@ <h3>[property:Vector2 normalScale]</h3>
Default is a [page:Vector2] set to (1,1).
</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h2>Methods</h2>
<p>See the base [page:Material] class for common methods.</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshNormalMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -113,9 +113,6 @@ <h3>[property:Vector2 normalScale]</h3>
Default is a [page:Vector2] set to (1,1).
</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h3>[property:Boolean wireframe]</h3>
<p>
Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
Expand Down
4 changes: 0 additions & 4 deletions docs/api/en/materials/MeshPhongMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -203,10 +203,6 @@ <h3>[property:Float refractionRatio]</h3>
<h3>[property:Float shininess]</h3>
<p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>


<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h3>[property:Color specular]</h3>
<p>
Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
Expand Down
3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshStandardMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -242,9 +242,6 @@ <h3>[property:Float roughness]</h3>
<h3>[property:Texture roughnessMap]</h3>
<p>The green channel of this texture is used to alter the roughness of the material.</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h3>[property:Boolean vertexTangents]</h3>
<p>
Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
Expand Down
3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshToonMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -163,9 +163,6 @@ <h3>[property:Vector2 normalScale]</h3>
Default is a [page:Vector2] set to (1,1).
</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h3>[property:Boolean wireframe]</h3>
<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>

Expand Down
5 changes: 0 additions & 5 deletions docs/api/en/materials/ShaderMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -383,11 +383,6 @@ <h3>[property:Boolean flatShading]</h3>
Define whether the material is rendered with flat shading. Default is false.
</p>

<h3>[property:Boolean skinning]</h3>
<p>
Define whether the material uses skinning; true to pass skinning attributes to the shader. Default is false.
</p>

<h3>[property:Object uniforms]</h3>
<p>
An object of the form:
Expand Down
3 changes: 1 addition & 2 deletions docs/api/en/objects/SkinnedMesh.html
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,6 @@ <h1>[name]</h1>

<p class="desc">
A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.
The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning].
</p>

<iframe id="scene" src="scenes/bones-browser.html"></iframe>
Expand Down Expand Up @@ -157,7 +156,7 @@ <h3>[method:Vector3 boneTransform]( [index:Integer], [target:Vector3] )</h3>
<p>
Calculates the position of the vertex at the given index relative to the current bone transformations.
</p>

<h2>Source</h2>

<p>
Expand Down
3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshBasicMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -98,9 +98,6 @@ <h3>[property:Float refractionRatio]</h3>
折射率不应超过1。默认值为*0.98*。
</p>

<h3>[property:Boolean skinning]</h3>
<p> 材质是否使用蒙皮。默认值为false。</p>

<h3>[property:Texture specularMap]</h3>
<p> 材质使用的高光贴图。默认值为null。</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshDepthMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -76,9 +76,6 @@ <h3>[property:Texture map]</h3>
<h3>[property:Boolean morphTargets]</h3>
<p>材质是否使用morphTargets。默认值为false。</p>

<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>

<h3>[property:Boolean wireframe]</h3>
<p> 将几何体渲染为线框。默认值为*false*(即渲染为平滑着色)。</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshDistanceMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -97,9 +97,6 @@ <h3>[property:Vector3 referencePosition]</h3>
The position of the point light in world space.
</p>

<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>

<h2>方法(Methods)</h2>
<p>共有方法请参见其基类[page:Material]。</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshLambertMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -119,9 +119,6 @@ <h3>[property:Float refractionRatio]</h3>
折射率不应超过1。默认值为*0.98*。
</p>

<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>

<h3>[property:Texture specularMap]</h3>
<p>材质使用的高光贴图。默认值为null。</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshMatcapMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -112,9 +112,6 @@ <h3>[property:Vector2 normalScale]</h3>
<p> 法线贴图对材质的影响程度。典型范围是0-1。默认值是[page:Vector2]设置为(1,1)。
</p>

<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>

<h2>方法(Methods)</h2>
<p>共有方法请参见其基类[page:Material]。</p>

Expand Down
3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshNormalMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -91,9 +91,6 @@ <h3>[property:Vector2 normalScale]</h3>
<p> 法线贴图对材质的影响程度。典型范围是0-1。默认值是[page:Vector2]设置为(1,1)。
</p>

<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>

<h3>[property:Boolean wireframe]</h3>
<p>
将几何体渲染为线框。默认值为*false*(即渲染为平滑着色)。
Expand Down
4 changes: 0 additions & 4 deletions docs/api/zh/materials/MeshPhongMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -163,10 +163,6 @@ <h3>[property:Float refractionRatio]</h3>
<h3>[property:Float shininess]</h3>
<p> [page:.specular]高亮的程度,越高的值越闪亮。默认值为 *30*。</p>


<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>

<h3>[property:Color specular]</h3>
<p> 材质的高光颜色。默认值为*0x111111*(深灰色)的颜色[page:Color]。<br /><br />
这定义了材质的光泽度和光泽的颜色。
Expand Down
3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshStandardMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -198,9 +198,6 @@ <h3>[property:Float roughness]</h3>
<h3>[property:Texture roughnessMap]</h3>
<p>该纹理的绿色通道用于改变材质的粗糙度。</p>

<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>

<h3>[property:Boolean vertexTangents]</h3>
<p>
Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
Expand Down
3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshToonMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -163,9 +163,6 @@ <h3>[property:Vector2 normalScale]</h3>
Default is a [page:Vector2] set to (1,1).
</p>

<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>

<h3>[property:Boolean wireframe]</h3>
<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>

Expand Down
5 changes: 0 additions & 5 deletions docs/api/zh/materials/ShaderMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -337,11 +337,6 @@ <h3>[property:Boolean flatShading]</h3>
<p> 定义材质是否使用平面着色进行渲染。默认值为false。
</p>


<h3>[property:Boolean skinning]</h3>
<p> 定义材质是否使用蒙皮; 如果将蒙皮属性传递给shader,则为true。默认值为false。
</p>

<h3>[property:Object uniforms]</h3>
<p> 如下形式的对象:
<code>
Expand Down
1 change: 0 additions & 1 deletion docs/api/zh/objects/SkinnedMesh.html
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,6 @@ <h1>蒙皮网格([name])</h1>

<p class="desc">
具有[page:Skeleton](骨架)和[page:Bone bones](骨骼)的网格,可用于给几何体上的顶点添加动画。
其材质必须支持蒙皮,并且已经启用了蒙皮 —— 请阅读[page:MeshStandardMaterial.skinning]。
</p>

<iframe id="scene" src="scenes/bones-browser.html"></iframe>
Expand Down
1 change: 0 additions & 1 deletion docs/manual/ar/introduction/How-to-update-things.html
Original file line number Diff line number Diff line change
Expand Up @@ -137,7 +137,6 @@ <h2>المواد (Materials)</h2>
<li>texture</li>
<li>fog</li>
<li>vertex colors</li>
<li>skinning</li>
<li>morphing</li>
<li>shadow map</li>
<li>alpha test</li>
Expand Down
1 change: 0 additions & 1 deletion docs/manual/en/introduction/How-to-update-things.html
Original file line number Diff line number Diff line change
Expand Up @@ -147,7 +147,6 @@ <h2>Materials</h2>
<li>texture</li>
<li>fog</li>
<li>vertex colors</li>
<li>skinning</li>
<li>morphing</li>
<li>shadow map</li>
<li>alpha test</li>
Expand Down
3 changes: 1 addition & 2 deletions docs/manual/ja/introduction/How-to-update-things.html
Original file line number Diff line number Diff line change
Expand Up @@ -173,7 +173,6 @@ <h2>Materials</h2>
<li>texture</li>
<li>fog</li>
<li>vertex colors</li>
<li>skinning</li>
<li>morphing</li>
<li>shadow map</li>
<li>alpha test</li>
Expand Down Expand Up @@ -260,4 +259,4 @@ <h2>Cameras</h2>
</div>
</body>

</html>
</html>
1 change: 0 additions & 1 deletion docs/manual/ko/introduction/How-to-update-things.html
Original file line number Diff line number Diff line change
Expand Up @@ -143,7 +143,6 @@ <h2>재질(Materials)</h2>
<li>texture</li>
<li>fog</li>
<li>vertex colors</li>
<li>skinning</li>
<li>morphing</li>
<li>shadow map</li>
<li>alpha test</li>
Expand Down
1 change: 0 additions & 1 deletion docs/manual/zh/introduction/How-to-update-things.html
Original file line number Diff line number Diff line change
Expand Up @@ -132,7 +132,6 @@ <h2>材质(Materials)</h2>
<li>texture</li>
<li>fog</li>
<li>vertex colors</li>
<li>skinning</li>
<li>morphing</li>
<li>shadow map</li>
<li>alpha test</li>
Expand Down
1 change: 0 additions & 1 deletion docs/scenes/bones-browser.html
Original file line number Diff line number Diff line change
Expand Up @@ -163,7 +163,6 @@
function createMesh( geometry, bones ) {

const material = new MeshPhongMaterial( {
skinning: true,
color: 0x156289,
emissive: 0x072534,
side: DoubleSide,
Expand Down
23 changes: 0 additions & 23 deletions editor/js/Sidebar.Material.js
Original file line number Diff line number Diff line change
Expand Up @@ -262,16 +262,6 @@ function SidebarMaterial( editor ) {

container.add( materialDepthPackingRow );

// skinning

var materialSkinningRow = new UIRow();
var materialSkinning = new UICheckbox( false ).onChange( update );

materialSkinningRow.add( new UIText( strings.getKey( 'sidebar/material/skinning' ) ).setWidth( '90px' ) );
materialSkinningRow.add( materialSkinning );

container.add( materialSkinningRow );

// map

var materialMapRow = new UIRow();
Expand Down Expand Up @@ -751,12 +741,6 @@ function SidebarMaterial( editor ) {

}

if ( material.skinning !== undefined && material.skinning !== materialSkinning.getValue() ) {

editor.execute( new SetMaterialValueCommand( editor, currentObject, 'skinning', materialSkinning.getValue(), currentMaterialSlot ) );

}

if ( material.map !== undefined ) {

var mapEnabled = materialMapEnabled.getValue() === true;
Expand Down Expand Up @@ -1256,7 +1240,6 @@ function SidebarMaterial( editor ) {
'vertexColors': materialVertexColorsRow,
'vertexTangents': materialVertexTangentsRow,
'depthPacking': materialDepthPackingRow,
'skinning': materialSkinningRow,
'map': materialMapRow,
'matcap': materialMatcapMapRow,
'alphaMap': materialAlphaMapRow,
Expand Down Expand Up @@ -1438,12 +1421,6 @@ function SidebarMaterial( editor ) {

}

if ( material.skinning !== undefined ) {

materialSkinning.setValue( material.skinning );

}

if ( material.map !== undefined ) {

materialMapEnabled.setValue( material.map !== null );
Expand Down
3 changes: 0 additions & 3 deletions editor/js/Strings.js
Original file line number Diff line number Diff line change
Expand Up @@ -250,7 +250,6 @@ function Strings( config ) {
'sidebar/material/clearcoatroughness': 'Clearcoat Roughness',
'sidebar/material/vertexcolors': 'Vertex Colors',
'sidebar/material/vertextangents': 'Vertex Tangents',
'sidebar/material/skinning': 'Skinning',
'sidebar/material/matcap': 'Matcap',
'sidebar/material/map': 'Map',
'sidebar/material/alphamap': 'Alpha Map',
Expand Down Expand Up @@ -585,7 +584,6 @@ function Strings( config ) {
'sidebar/material/clearcoatroughness': 'Rugosité du vernis',
'sidebar/material/vertexcolors': 'Couleurs aux Sommets',
'sidebar/material/vertextangents': 'Tangentes aux sommets',
'sidebar/material/skinning': 'Skinning',
'sidebar/material/matcap': 'Matcap',
'sidebar/material/map': 'Texture',
'sidebar/material/alphamap': 'Texture de transparence',
Expand Down Expand Up @@ -920,7 +918,6 @@ function Strings( config ) {
'sidebar/material/clearcoatroughness': '透明图层粗糙度',
'sidebar/material/vertexcolors': '顶点颜色',
'sidebar/material/vertextangents': '顶点切线',
'sidebar/material/skinning': '皮肤',
'sidebar/material/matcap': '材质捕获',
'sidebar/material/map': '贴图',
'sidebar/material/alphamap': '透明贴图',
Expand Down
Loading